Game Updates

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This Page is missing different Updates for WORLD 9 which prolly never get worked in here - so just moving on with World 10 ...--Borka (talk) 01:52, 29 January 2017 (EST) For more update informations go to forums [1]


For a list of updates in order, visit Here


Update template: copy + paste this template when adding a new update

DATE

[LINK + UPDATE NAME]

UPDATE INFO


May 24 2017

Fat Bubble Adders

We've been developing, and here's what's new.

New Implementations


Implemented the push-out mechanic for vehicles. Horses, carts, boats, &c, which should make them all that little extra bit useful. Barring bug-fixes and such, this also concludes the push-out implementation, which feels great. Very pleased with it! Added Adders. Nasty creepy crawlies with a fairly vicious venom. Added animal fat. You now occasionally get animal fat when butchering animals, especially pigs. Animal fat can be rendered to "Rendered Animal Fat", which can in turn be used as an alternative to butter in various recipes. You may also use meat cuts to garner cuts of animal fat by crafting. Added "Bar of Soap", curiosity which can be used to treat infected sores. Added "Lather". You can use water on the bar of soap. Added "Snakeskin Belt".

Key Fixes


Animal fright factor should now be reduced whenever animals lose their fighting relations, which means that you should have some chance of them not running away when tracking and re-engaging hurt animals.

In the Pipe


With push-out finished in its entirety, we'll now be heading full steam for the client performance revamp. Expect bi-weekly-ish patches for the forseeable future. What? You haven't liked us on Facebook? For shame.

Enjoy!

May 10 2017

Pushing Arrangements

We've been developing, and here's what's new.

New Implementations


Pushed the push-out mechanic! Finally! This glorious piece of awesome has been long in the making... six months-ish? But thanks to loftarian perseverance here it is. Testing has been limited, and this is an invasive change which is fairly certain to produce some crashes and nonsense before all bugs are found and sorted out, but those things aside I've found it playing out quite wonderfully. The basic point is that your player character no longer clips hard, and stops, on corners and edges when walking into things, but rather is gently pushed out and around them, making for a significantly more pleasant and less click-spammy experience when walking around, as objects only stop your player if you click to walk directly behind them. Do note that push-out does not work for mounts yet, but that will hopefully be fixed before too long. Possibly the biggest QoL change in forever if it works out. Added "Arched Chair", chair. Added "Long Bench", bench. Added "Cushioned Bench", bench. Added "Stag Beetle", little forest buddy. Crab meat can now be roasted as other meats, and can no longer be eaten raw.

Key Fixes


Found a more elegant termination condition for when moving and drinking. Character shouldn't drink unnecesarily and forever now. Removed trip roots, hide grass, and stamina boosts, and reduced the spawn values for speed boosts. We still like some of the ideas, but decided to tone it down, on account of clutter and, idk... particularity, for now at least. Can no longer swim and drink. Wolf cape awarded to jorb.

Small Fixes


Man should now visibly drink while moving. Raven's Bite cooldown now correct in description text. The intended purchase in the abilities screen will now be reset when you actually do purchase a higher level. Cape animations should now follow character better when combining animations like, for example, running and drinking. Feel free to report if it looks crazy somewhere.

In the Pipe


With push-out fixed -- which, if it indeed is, feels awesome -- our most likely next big target is some larger rendering rewrites for promising client optimizations!

Update your clients to avoid some potential visual artefacts when moving, and...


May 04 2017

My Kind of Patch

We've been developing, and here's what's new.

Equipment Gilding


Implemented "Gilding", in an implementation similar to the Artifice system in Salem. Rather than having intrinsic stat bonuses, pieces of equipment now instead have slots, into which Gilding items can be slotted, to confer their bonuses to the wearer of the piece of equipment. Hold the Gilding item you wish to add, and right-click the piece of equipment you wish to add it to. Every time you add a Gilding item to a piece of equipment, you have a certain chance, presented to you before you gild the equipment, to open up a new slot for another item. If you fail the roll, and no new slot opens up, no further Gilding items can be added to the equipment in question, and it is permanently completed. Gilding as such is always successful. Gilding items, and equipment, each have a chance span, and a set of associated attributes. The chance spans for the gilding item and the equipment you add it to, are multiplied with eachother to create the actual chance span, and your actual chance within that span is then determined by your stats in whichever attributes are matched between the gilding item and the equipment. Bottom line: Increase your chances of opening up new slots by matching the attributes (Farming, Stealth, Agility, &c) of the equipment you are gilding, with gilding items in those same dimensions, and then increase your character's values in those attributes. The qualities of Gilding items are always softcapped by the quality of the equipment they are gilded onto. As a part of this we made it so that no stat bonuses, or combinations of them, can ever push you beyond twice of what you already have natively. This partly to reduce the effectiveness of dressed up alts. Redid pretty much everything equipment related except armor as a part of this change, significantly so by removing most native stat bonuses. We mean for armor values to be more integrated with this system as well, but we want to have a better damage model before we move forward with that, so this all mostly applies to clothing for now. When setting the values for equipment and gilding items, one ambition has been to make it so that the old equipment bonuses should be fairly easy to reproduce in the new system. This hasn't been zealously carried through, but it's there. All equipment should now display their bonuses in tooltips. Of course, added a bunch of Gilding items, and made some old items gildable.

New Implementations


Added/Re-Added Torch post from Legacy. You can stash and retrieve a torch from it at your leisure. Added a sand stockpile, as recently suggested here.

Siege Changes


Claim shields can now be attacked by shooting at houses. House walls should no longer be a thing, if ever they were.

Key Fixes


Eviction now requires line of sight.

Small Fixes


Gave lettuce seeds an input type, as reported here. Made it so that bushes cannot be dug up from ground in which they cannot be planted, fixing this report. Some Leniency in the Birchbark Bream department, as suggested here. Requires less resources, and has the same cooking time as most everything else. Cold compresses should now decay in about twice the time snow decays, as reported here. Buffed Birthday Cake, as suggested here. Now gives 10 and 3 +2 Feps, rather than 20 and 5 +1. Removed some spurious error messages from grape seeds, as reported here.

In the Pipe


Much the same as last patch. Still working on floating point coordinates. A bunch of invasive and basically untested changes? My kind of patch.

Enjoy!


April 26 2017

Runs Like Wind

We've been developing, and here's what's new.

New Implementations


Environment boosts: Scattered across the environment there are now various kinds of buffs and debuffs that you can pick up -- by walking over them -- for temporary dis-/advantage. Speed boost: You run faster for a spell, or until you stop. Stamina boost: You replenish your stamina. Trip Root: The root trips you over for a brief stun. Hide Grass: You can dodge into the tall grass and become invisible for some time. You won't know yourself whether you are visible or not. Speed and movement increase your chances of becoming visible again. Attacking or the like breaks the invisibility. The idea behind these implementations is to increase the amount of game involved in flight and pursuit. Added "Raider's Cap", helmet.

Key Fixes


You now move faster while moving downhill, and slower while moving uphill. Drinking no longer interrupts running. It does, however, reduce your speed somewhat. "Red-handed" now instantly becomes "Outlaw" if you are knocked out, allowing you to hearth home, and the like. You may now combine curiosities. By holding a curiosity and right-clicking another one of the same kind, you may fuse them into one, more powerful curiosity. The new curiosity will increase in LP, but also somewhat in time, weight, and XP. EDIT: Ninja removed this due to crazy. Will think it over again.

Small Fixes


Better light in cellars. Buffed Druid's Helm armor values. You may now plant Poppy caps in burrows, as suggested here.

In the Pipe


Have you liked us on Facebook yet? Push-out.

Enjoy! User avatar jorb

Posts: 13652 Joined: Fri Apr 03, 2009 7:07 am Location: Here, there and everywhere. Top


April 20 2017

Frolick in the Camomile

We've been developing, and here's what's new.

Teleport to Hearth Fire on KO


As hinted in the previous patch we have decided to experiment with a fundamental change to the life and death mechanics, in that you will now, upon being knocked out, get the opportunity to teleport to your Hearth Fire, rather than lay prone for incoming murder. Upon knockout, all combat relations are terminated, and you cannot receive new ones while knocked out. After 30s pass -- during which time you can be looted for all you're worth as always -- you may teleport to your Hearth Fire, or log out. You are informed of this via a game message. After another 30s pass you will wake up again as normal, and can be engaged again. We've also made it so that you may now hearth home while mounted in vehicles -- boats, knarrs, wagons -- but doing so implies dismounting. Nidbanes now disappear if they knock their target. Obviously, Nidbanes can still only gather skulls from targets that actually die. For purposes of calculating grievous damage from an attack, no attack counts as dealing more damage than your maximum HP. For example: An attack wants to deal 30% grievous damage, and the attack would deal 500 points of damage. The target's maximum HP is 300. The attack will, thus, deal (300 * 0.3 = 90) points of grievous damage. We realize that this change is controversial. Our purpose is not to remove death, but to gradiate it more. Our purpose is also not primarily to protect n00bs or the like. Our primary purpose is to increase the amount of PvP in the game, and perhaps hopefully also curb some of the more autistic incentives toward farming multiple characters for combat, and such. We realize also that there were a fair amount of people skeptical to this change when we floated it in the last patch, and have a great deal of respect for that. This could be a bad move, but after discussing it through a million times we've felt that A) The consequences are not entirely predictable, so we have to try it out to find out what it actually implies, and B) The potential upside of this change is yuge -- potentially increasing both player retention and pvp -- while the downside of trying it is fairly limited, and under those circumstances we kind of feel that we have to try it. Please tread carefully when experimenting with this implementation. It is new, and there may, as always, be bugs or unconsidered edge cases that can cause actual death.

New Implementations


Remade the wound system so that the more serious wounds should now come more as a consequence of receiving further damage while already wounded, rather than as a consequence of single nasty attacks. The ambition being to make the system less volatile. Added a few new wounds and some new wound interactions. Have fun with that. Added a new, higher level, herb. Added a new Hearth Magic, "Mine Song". While you sing the Miner's song, you excavate more ore and rock. Added a casting time to most relevant Hearth Magics, except for "Raw Hide!" and "Horse Whisper", to give you a chance to interrupt them when you accidentally.

Key Fixes


You may now, at the price of a 15s combat cooldown, switch combat decks while in combat.

Small Fixes


You should now get an error message when trying to bash a personal claim without being able to.

In the Pipe


We have some interesting ideas for the next patch. I'm already looking forward to it. Let us know how the knockout and wound changes play out, I'm open to any and all changes. Push-out. Working on it. Like us on Facebook!

Enjoy!


April 12 2017

Beavertopia

New Implementations


Added Beavers. Mostly harmless water dwellers. We heard you like permissions, so... added a permission to allow or disallow permission sharing for villages. A village can now set, per group, whether members of that group are allowed to share village permissions with their party or not. We considered just removing permission sharing for villages instead, as this seems more and more marginal, but, meh.

Combat Changes


Increased the cooldown on "Dash" from 60 to 80. Capped the Cooldown on "Take Aim" at 120. "Think" now, analogous to "Take Aim", has a longer cooldown the more IP you have. Its cooldown is capped at 160. Reduced the damage on "Takedown" from 50 to 40, and increased the cooldown to 50 from 45. Fixed a bug with "Combat Meditation" by which a timer wasn't set properly, causing the buff to gradually deplete entirely if used once.

Key Fixes


Fixed a bug by which any Realm member could destroy authority objects.

Small Fixes


Added a free Gilding slot to the Druid's Cloak, and some stat bonuses. Put some breaks on the ability to send crazy messages in Realm and Village chats. Previously we had only prevented this for the open chats (Area, PM, &c), but since we had a report we figured it was a nice thing and had to go. You can now shift-tab in the kin menu without freezing the client. Reported here. Drinks should no longer be exempt from the general satiation logic, i.e. as soon as you have four satiations below 50%, the lowest of them is reset to 100%.

Advance Notice


We are considering a couple of changes to PvP which we figured we'd give you heads up on, to allow you to voice your concerns, should you have them, namely... We have considered getting rid of the entire concept of claim shields, and instead replace it with the inverted concept of a siege bubble, constructed by the attacker. Loosely speaking the attacker would designate an area of effect in one way or another, and after some condition completes -- the passing of time, attacks against the target, or both -- the area under the siege bubble would then become available to attacks and destruction. This has the potential upside of removing the various game-arounds and exploits associated with varying layers of overlapping claim and village shields, use of multiple villages and/or claims to acquire more shields, &c. There are plenty of moving parts here which make the exact formulation an open question, but feel free to opine on the general direction. We have considered making it so that you are returned to your Hearth fire on knockout. This could make combat more accessible and forgiving, could allow for less paranoid player interaction, could allow for casual strolls outside your walls without complete fear of death, could remove alt farms to supply a steady stream of fresh cannon fodder, could make n00b ganking less of a thing, and could perhaps allround make the game less autistic and more fun. On the other hand the biting edge of cold hard pixel death could be dulled. Do note that you would still die as per usual if you actually managed to reach zero HHP. ... let us know what you think.

In the Pipe


We have been a bit unsure on where to take development. Feel free to opine on what you'd like to see change/improve. Push-out is still a thing, and we have begun considering various client optimizations as well.

Enjoy!


April 05 2017

Picking A Fight

New Implementations


Added one new attack

Combat Changes


Fixed an inverted condition. Attack line of sight is now blocked by houses and walls, but not by player bodies and carryables. You're welcome. Yield ground now reduces Green & Red openings by 30% each, rather than 25%. Dash now has a cooldown of 60, rather than 100. Sting now gives 20% Blue Opening, and 10% Yellow opening, instead of 25% Blue opening. Watch Its Moves now reduces 30% blue Opening, instead of 15%, but also gives the opponent an IP. Artful Evasion now has a cooldown of 40 instead of 50. Regain Composure now reduces Green and Yellow openings by 20% instead of 15%, but has a cooldown of 35, instead of 30. Rip Apart now gives 7.5% openings to all colors, rather than 5%, and has a cooldown of 60, rather than 80. Storm of Swords now has a cooldown of 50, rather than 70, and gives 30% Yellow opening, rather than 20%. Raven's Bite now has a cooldown of 40, rather than 55. Take Aim's cooldown now increases the more IP you already have when using it. The cost is now (30 + IP * 2) * μ. Quick Barrage now has a cooldown of 20, rather than 35. Low Blow now deals 20 damage, instead of 10. Kick now deals 25 damage, instead of 15, and 20% Yellow opening, instead of 17.5%, but also costs one IP. Go for the Jugular now costs 2+2 IP, instead of 3+3. Steal Thunder can now be used at a little bit of range. Bloodlust and Death or Glory now have block weights of 75%, rather than 50%. Aggro range is now 17.5 tiles, rather than 12.5 Jump, Quick Dodge, and Sidestep all have cooldowns of 25, rather than 30.

Key Fixes


Made it so that you fall off your horse if you take combat damage while stunned due to the "Raw Hide" effect. The bug by which variable materials sometimes drop to defaults should, for realz this time, be fixed. Looked at why the trolls cause crazy caveins, and hopefully they should be a bit more reasonable now. You may now walk onto empty construction areas. That should mean that sign posts are now less useful in combat. Discussion here. You may now use Shift + Ctrl + Left-Click to transfer all items of a particular type from one inventory to another. Default client best client. Update your clients for this-

Small Fixes


Fixed a a problem by which you could not log into your account if you had it set to a blank password. Also now requiring three letter minimum passwords. Fixed a small display issue related to the stat presentation when raising or buffing stats and whatnot. Added a a timer to drying village idols. The Fishing buff (Request for a catch) should now persist over logouts. Mammoths should no longer attack one-another.

In the Pipe


Small patch, but at least we're back to work. Sorry for the hiatus.

March 08 2017

Another Touch of Fix

We've been developing, and here's what's new.

Combat Changes


Made it so that you can no longer logout if you have open fighting relations. Also made it so that initiating a fighting relation now requires line of sight, i.e. a clear path between you and the target not blocked by immobile objects. Also decreased the aggro distance from 250 map pixels to 12.5 tiles, and decreased the logout timer from 100 to 75. Fixing this. Artful Evasion now reduces Openings by 20% * μ each, rather than 35%, has a cooldown of 50, rather than 30, and gives 1 IP to each opponent, rather than cost 3 IP. Dash now gives 2 IP to each opponent, rather than cost 2 IP, and has a cooldown of 100 / μ, rather than 70 / μ. Zig-Zag Ruse now gives 2 IP to each opponent, rather than cost 2 IP. Parry now gives Dizzy (blue) opening instead of Cornered (red): Watch Its Moves will now indicate attack weight. It has an attack weight as it gives IP against a specific opponent. Reported here. Fixed a bug with the announced cooldown for B12 axes not working properly. The effective quality of a ranged weapon, as used when determining aim speed, is now a geometric mean of the qualities of the bow and arrow, rather than the lower of the two. Fixing this. The base damage of a ranged weapon is now reduced less by a low perception to agility ratio. It is now reduced by the square root of the perception to agility ratio, rather than the straight ratio.

Key Fixes


Made it so that the first wall segment in an extension has a shorter drying time (~12hrs) if it is built adjacent to an already wholly dried wall segment. Do note that this applies to the first segment of the extension only, rather than to a whole extension. Whether or not to share your claim permissions with your party group is now an explicit toggle in the toggles submenu. Differentiated a new crime: Rummaging. Rummaging becomes possible with the Trespassing skill, and covers minor offensive acts somewhere in between vandalism and trespassing, such as moving objects, opening gates, or lighting fires. Rummaging is not considered a griveous crime, and does not prevent logout. The idea being to give you better permission control.

Small Fixes


Fixed a bug by which you could build Realm buildings on Realms other than your own. Fixed a bug by which you could open compost bins at extreme distances if you had another container open. You can now set prices up to 9999 coins in barter stands, rather than 100. You now only get experience point rewards for completing random generated quest targets, i.e. not for Ancestral or Introductory quests. Fixed a bug by which winepresses could become unusable. Herbalist tables now display two content meshes if they contain two different types of items, or if they are entirely full of one and the same type. Fixed a bug by which Full Circle would sometimes cancel prematurely. Satiation scroll handle can now be moved using the mouse. Reported here. Quests to visit cave level five should now give rewards. Reported here. Battle standard should now save used hand(s) on logout. Reported here. Should no longer be possible to build on already started projects without leaving vandalism scents. Identical FEP bonuses in foodstuffs should now combine. Fixing this and this. Can no longer build mounts (Knarrs, rowboats, wagons) over the edges of the world. Bandit's mask now hides beards. Reported here. Fixed a small issue with listboxes. Reported here. Fixed a small issue with plates not updating correctly. Reported here Fixed the spawnpoint for mineholes. Reported here. Moved "Polish the Silver" from Metalworking to Metallurgy, and also made it so that "Polish the Silver" always reduces maximum wear on the polished item by one. Gold pebbles now sacrifice correctly to the ancestors, and spring water has an input type of its own. Reported here. Wax qualities in beehives should now save better. Hopefully adressing this. Convenience bonus now applied when chopping mirkwood. Reported here. Equipment usable for destruction should now be pulled from the toolbelt as possible. There is not, however, presently any logic to prioritize the better item, in the event that several could be used. (i.e. a shovel and axe). Anyways, fixing this and this. Fixed a small issue with the Realm UI.

In the Pipe


There may not be a patch next week, but we will, regardless, look to make more bugfixes and polish for at least one more patch.

Enjoy!


March 02, 2017

Bring Out yer Dead

We've been developing, and here's what's new.

Death Mechanic Rework


Remade inheritance of dead characters so that you now inherit Attributes & Abilities based on total FEPs and LP spent to acquire current values, rather than on the basis of percentages of current values quite simply. It used to be that you, baseline, inherited 30% of your values, another 10% if your skull was buried, another 20% if your skeleton was buried, and another 30% if you received a State Funeral. You now, baseline, inherit 15% of your total FEPs and LPs spent, another 10% if your skull is buried, and another 20% if your skeleton is buried. State funeral has been reworked (see below). All in all you can, thus, receive a grand total of 45% of your total FEPs and LPs spent in inheritance from a deceased ancestor. The new regime is more lenient than the old regime. Conversion between the two isn't entirely exact, but, for comparison: under the previous system, the baseline inheritance was -- in terms of FEPs and LPs spent -- about 6.5%, with the inheritance from a full burial clocking in at around 40% of total FEPs and LPs spent. Old system thus (sans State Funeral) ranged from 6.5 to 40% inheritance, with the new system instead ranging from 15 to 45%. You will only inherit directly from your immediately preceding ancestor. Do note, however, that your ancestors can themselves still inherit from their own ancestors if those are buried at a latter date, which may in turn affect your own future inheritances. Edge case, so I would perhaps not worry too much about that. Re-implemented Ancestral Worship from Legacy. Ancestral Worship can be used to acquire boons from your deceased ancestors, based on their stats and abilities in life. Characters without actual ancestors can still use the system, and all count as stemming from a long and distinguished line of sprucecap noobs/freshly spawned alts, with 10 in every Attribute, and 1 in every Ability. Ancestral Worship Rites all carry a cost in Numen points, which are acquired by performing quests for your ancestors. Construct an Ancestral Shrine. As soon as you construct a shrine you will receive a quest -- For the Ancestors! -- asking you to sacrifice either one of three items. Sacrificing the primary item -- marked with a gold frame -- will net you one point of Numen, provided that the item sacrificed is of equal or higher quality to the number of Numen points you already have, and sacrificing either of the secondary items -- marked with a silver frame -- will give you a new set of sacrificial requests at no penalty, provided, again, that the item sacrificed is of equal or higher quality than the number of Numen points you already have. If you sacrifice any item of lower qualiy than the number of Numen points you already have, you will lose one Numen point, but receive a new set of sacrificial requests. For example: Nisse has 7 Numen points, and is asked by his ancestors to sacrifice, primarily, a Branch, or, secondarily, Roast Salmon or Quartz. If Nisse sacrifices a Q8 Branch he will receive one Numen point, and a new set of requests. If Nisse sacrifices a piece of Q85 Quartz, or a piece of Q7 Roast Salmon, he will receive a new set of requests at no penalty in Numen points. If Nisse sacrifices either of the three, at a quality lower than 7, he will lose one numen point, but receive a new set of requests. If any of your Ancestral Shrines (you can build as many as you like) are destroyed, or if you abandon the quest, you will lose half of your current Numen points. "State Funeral": The Kingdom ability State Funeral now functions as s substitute for proper burials of deceased ancestors. If you use the ability, click on a character who has inherited an unburied or only partially buried character, and then click on a grave, you will give the deceased character a full state burial, immeditately awarding the first clicked upon character the full inheritance as if his ancestor had been properly buried. You may also use State Funeral directly on partially buried graves (containing either skull or skeleton) to complete them. "Lament the Departed": Lamenting the Departed is another substitute for proper burials of deceased ancestors. Every time you Lament your departed ancestor, until the maximum inheritance (45%) has been reached, you inherit a percentage (6% per use) of his Attributes & Abilities. The Numen cost of lamenting increases by two every time you use this ability. "A Prayer for Strength"/"Einherjer Aspect": At a cost of 40 Numen points your character will, for one full ingame day (~8RL hours) receive 50% of his Ancestral value in Strength, Agility, Perception, Marksmanship, Melee Combat and Unarmed Combat, as a personal buff to those same values. The Ancestral value is calculated as 100% of the nearest ancestor's value, plus 50% of the second nearest ancestor's value, plus 25% of the third nearest ancestor's value. For example: Nisse has three ancestors behind him. Their strengths were 120, 60, and 20 respectively. Nisse's Ancestral value in Strength is thus 120 + 30 + 5 = 155, and his Einherjer bonus is 50% of that, i.e. 77. If Nisse uses Einherjer Aspect he will, temporarily, enjoy a Strength bonus of 77. Do note that the usual limitation of not being able to buff oneself beyond twice the base value in an ability or attribute still applies. If Nisse's own strength is, say, 60, he will, thus, in his Einherjer Aspect, have an effective Strength of 120. Presently the Ancestors only ask for items as described above, which is simply the Ancestral Worship mechanic from Legacy re-implemented in quest form, but we intend to weave them more into the quest system generally down the road, and hopefully have them ask for other things as well.

New Implementations


Added "Cloth Armchair", chair. Added "Thane's Helm", helm. Added "Crabshell Sunfeather", curiosity. Added "Oak Spire", curiosity.

Key Fixes


Soil stockpiling is now automatic when digging from surveys. If there are stockpiles on the area of the survey -- do note that you do have to actually place them yourself -- any excess dirt excavated will be placed in them, and soil will equally automatically be drawn from them if the terrain needs raising. Do note that this goes for earthworms as well presently. Suggested plenty of places.

In the Pipe


I realize that there are a couple of key fixes to common exploits and nonsense lacking from this update. Will try to focus on bug-fixing, hunting, and polish again for next week.

UPDATE YOUR CLIENTS... ... or crash on Ancestral Quests, and...

Enjoy!

February 23. 2017

Blessings of a Fair Realm

We've been developing, and here's what's new.

New Implementations


Reworked the Realm bonuses from Menhirs and Grotesque idols, from simple stat buffs, to a system of "Realm Blessings". Each Menhir and Grotesque Idol you construct now gain you points of those resepctive kinds, points which can then -- in the Realm management screen -- be used to enact specific policy decisions -- Realm Blessings -- which, in turn, provide specific and differentiated bonuses to your Realm. Each Blessing has five levels. The Blessings currently implemented are: Backwater: The Realm is a bit of a Backwater, but your people take pride in that, and the wilderness breeds a hardy folk. Lettuce and onions grow faster; badgers, moles, and squirrels occur at higher qualities; and you also receive bonuses to your Strength and Survival values. Image Center of Learning: This Realm has become a center of learning, increasing the amount of Learning Points earned for studied curiosities within it, and also providing bonuses to Lore and Intelligence. Image Fecund Earth: Your Menhirs have been bloodied by many sacrifices to the Old Gods, and rich are in turn your rewards each harvest season. Wheat, Grapes, Flax, and Pumpkins all grow faster, and the populace also receives a bonus to their Farming Abilities. Image Founding Mythos: Over the ages your people have woven an intricate fabric of lore and myth, placing your Realm and its destinies front and center of the ordered universe. The continued and firm belief in this Founding Mythos ensures that your people always enjoy ready access to the Deep Magics of the Hearth. Hearth Magics are cheaper in your Realm, and the populace receives bonuses to Lore, Intelligence, and Psyche. Image Gamekeeping: With the institution of Gamekeeping, herd management and yearly culls, your Realm significantly improves the quality of its hunted game. Boars, Deer, and Moose all occur at higher qualities, and the populace also receives a small bonus to their Survival abilities. Image Guarded Marches: The edges and hinterlands of your Realm are always under careful observation by an organized levy of rangers and outriders. Challenges against your Border Cairns are more expensive. Image Heraldic Swan: The icon of the Swan Majestic features often and prominently within the heraldic tradition of your Realm, and the spirit of the bird has taken well to it. Wherever one wanders in your Realm, the most beautiful, noumenous, Swans, can be seen flocking. Image Local Cuisine: Your Realm has acheived some renown for its Local Cuisine, and the quality of its chefs. Food eaten within your realm gives additional Food Event Points, and the populace receive bonuses to their Cooking and Perception values. Image Marriage of the Sea: Your people's Marriage of the Sea is an ancient bond between your Realm and the elements. You have braved the blue beyonds, and plowed deep furrows along the lakes and rivers of the Hearthlands, ever chasing the next horizon. Fish are caught at higher qualities within your Realm, Ships are constructed at higher qualities, and your people receive bonuses to their Exploration, Will, and Swimming values. Image Mountain Tradition: Your people have lived near the roots of the mountains since the first settling, and heard the whispers of the Deep Things. Stone and Ore mined within your Realm is of increased qualities, and the populace also receive bonuses to their Smithing and Masonry abilities. Remember that the Realm must be extended to the cave levels to apply there. Image Myth of the Bull: Your people's conception of the origin of all things includes tales of the Starry Bull, thundering the Wild Hunt across the firmament of the Hearth, and livestock rearing has always been an important staple of your industries. Pigs, Sheep, Horses and Cows all have shorter gestation periods within your Realm. Image Woodland Realm: Your realm, under the careful guidance and attention of a people attuned to its needs and seasons, has become one of mighty oaks and deep forests. Trees and bushes grow faster in your realm, and plants and wildlife in your forests occur at higher qualities. Image Whenever you enact of rescind a Blessing, there is a cooldown of one RL day before you can do so again. Added "Woodsman's Ushanka", hat.

Key Fixes


Raised the upkeep cost of Menhirs and Grotesque Idols from 250 Authority per ingame day to 1000 Authority per ingame day, based on analysis of authorities currently being earned. Not entirely sure on what is actually reasonable and attractive costs, and open to input.

Small Fixes


Badger Hide and Wolverine Hide hang correctly on walls. Eldeberries should now count as berries. Reported here. Metal axe, metal shovel, scythe, sledgehammer, fyrdsword, hirdsword, b12axe and bronzesword now all require metalworking. Reported here. Fixed a texture issue with hornblende's paving. Bearcape and pickaxe should mount better on wall, reported here. Unkempt hairstyle no longer bleeds through Sherlock's and Sheriff's hats. Mulberry leaves are now fodder. Suggested here and here.

In the Pipe


Push-out is still loftar's main priority. I had hoped to do more little things this week, but the Realm bonuses were a bit of a big deal. With that somewhat out of the way, however, I hope we can do a good old fashioned cleanup patch next week with some content implementations, bugfixes, and polish to existing mechanics. Hunting and death mechanics are at the top of my wishlist.

Enjoy!


February 16, 2017

Game Development: Whack-a-Mole - by jorb » Thu Feb 16, 2017 1:42 am

Image

We've been developing, and here's what's new.

New Implementations


Added "Mole", friendly burrower who never hits rock bottom. Added a bit of silliness. Added "Poached Wolverine", food.

Siege & Kingdoms


It is no longer possible to extend a Realm from a challenged Border Cairn, i.e. it is not possible -- for the Realm being challenged -- to place new Border Cairns overlapping an already challenged Border Cairn. Challenging a Border Cairn will now also place secondary challenges against all other Border Cairns within the area of the Cairn first challenged. Secondary challenges thusly placed will, of course, not themselves lead to yet further challenges. The minimum time required to smash a border cairn has been reduced from 30 to 15 minutes. Reduced the soak on cairns from 15 to 13, and also made it so that cairn soak increases from 0 to 13 over two RL days, analogous to houses. A maximum of 10 border cairns may now overlap the same area. You can no longer extend from a cairn during the first two (RL) hours of its life, i.e. during the initial time when anyone can bash it without an active challenge. The cost of using the Realm ability "Diplomacy" now increases by x1.5 for each time the ability hits the same challenge. I.e. you can't keep extending the same challenge indefinitely at linear cost. Also reduced the base cost of "Diplomacy" from 5000 to 2500 to reflect the fact that we added secondary challenges.

Key Fixes


May have fixed the bug by which certain objects would sometimes drop their variable materials on load, or temporarily. Can't actually reproduce the problem, so please verify that you can't either. Requires client update.

Small Fixes


Should now be possible to log back in to places which would not normally block you, like Hearthfires, or open gates. Retouched the chest and added animations and content graphics to it. Fixed a bug by which Witherstands could not be planted in caves. They can now be planted both outdoors and in caves. Also cleaned up the presented tooltip names for various potted trees and bushes to actual readable ones, rather than internal server names. Fixed a bug by which you needed to toggle swimming to embark on boats on deep water. The Hearth Magic "Dig Deeper" should now present you with a confirmation dialogue also presenting the total final cost before actually executing. Fixed a bug by which mounts could become unmountable. Fixed another bug with autodrinking not interrupting walking correctly (when digging boulders from cellars). Merchant's Ring now also gives Will. Fixed a bug by which mouseover on the brew tea recipe output would crash the client. Reported here. Requires client update. Added a "Here be dragons" error message when hitting the map borders. A person who has leashed a tamed animal may now inspect it, although doing so will still break the leash. Inspired by this. You should now receive an error message when an animal carcass decays away while carried. Inspired by this. Fixed a bug with claim overlays not updating properly to terrain changes.

In the Pipe


Not entirely sure on the Kingdom changes, but perhaps an improvement. We realize that over-securing border cairns may become a thing instead. Keep the input coming. Small patch this week, again 'cause reasons, but loftar tells me that he's been making progress on push-out, so that's something. Aiming for something meatier next week!

Enjoy!

February 01, 2017

Game Development: Wolverine Instructions - by jorb »Wed Feb 01, 2017 11:03 pm

We've been developing, and here's what's new.

Image

New Implementations


Utilized the implementation of "instanceless methods" from the previous patch to add server generated and authoritative tooltips to gilding, armor, food, and curiosities, available also on the action menu icons. Long, long overdue. Also, again long overdue, added a time tooltip to all curiosities, indicating how long they take to complete. The time given is specified in ingame time, since that is how we specify timed processes server side. This should perhaps be RL-time instead, but for us that is a bigger deal, and you can also make the conversion to RL time yourselves, by simply dividing by 3.29 -- the RL time ratio. Added "Combat Instructions". Combat Instructions can be used to teach attacks and moves to others. You may craft a Combat Instruction by holding a Parchment, and right-clicking an attack or move you wish to describe in the "Martial Arts & Combat Schools" subsection of your character sheet. A combat instruction is studied in the Study Report just as a curiosity would be, but consumes LP upon completion, rather than giving it. A combat instruction records the number of the particular attack whoever crafted it had, and can be used by others to learn the move in question up to that level. (I.e 4xPunch, or whatever). You cannot study the first attack of a particular kind using a Combat Instruction, which, instead, must still be learned from an animal. If you have a Combat Instruction in your Study Report, however, you will -- this specifically for the first attack of that kind -- always receive the attack in question from any animal which gives it, removing the random chance to get that particular attack. Should a Combat Instruction thus help you to get the first attack of a particular kind, it will be consumed at no cost in LP. Added "Wolverine", feisty kritter. In between boar and badger in stats, but significantly faster than boar. Aggressive. Added "Royal Stool", a little stool to sit on. Also rearranged the furniture menu and added a submenu for "Chairs & Seating". Added "Crab Cakes", food Added "Carpenter & Walrus", sausage.

Key Fixes


Fixed a bug with all melee attacks using outdated mechanics. Reported here. Starved animals now have a slight drift back towards normal health if starved, rather than being perma-starved, fixing this. Fixed at least one possible walljump. Capes awarded. Re-Added quality inspection on dead animals. Gauntlets now count as gloves for crabs and other purposes. Sorry about that.

Small Fixes


Fixed a bug by which some autodrinking operations would not abort ongoing actions and walking. Fixed a bug by which quests to visit the first cave level would give far too much LP, whereas quests to visit level five gave none. Made it so that treeplanter's pots actually start growing if replanted while on a table. Reported here. Fixed a bug by which natural cave galleries would report opening even if they triggered zero new tiles. Made it so that positive feedback messages -- "Cuckmaster accepted your invitation" -- no longer have a "Cancel", button. Fixed a bug by which a long distance plow-to command would not consume stamina. Also lowered stamina consumption from plowing with plows. Fixed a bug with Shields not providing armor as advertised. Reported here. Should no longer require trespassing to use stairs, fixing this. Fixed a bug by which four lone sprouted seeds could not be planted. Fixed four client bugs/crashes.

In the Pipe


Push-out is still a work in progress. Other than that we're steaming on. Loftar and I livestreamed as we put this patch up. You can watch it at https://www.twitch.tv/bruderbohne or at http://www.youtube.com/bruderbohne as soon as the uploads are finished.

UPDATE YOUR CLIENTS, and...

Enjoy!

January 26, 2017

+ Game Development: Bench Crab - by jorb » 26 Jan 2017

New Implementations
   Did server work to add "instanceless methods". Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won't notice any difference -- but nevertheless.
   Added "Crab", beach kritter. Doesn't fight, but hurts to pick up. Several related resources and crafts.
   Added "Black-Eyed", wound.
   Added "Finebone Trinkets", gilding.
   Added "Garden Bench", bench.
   Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.


Key Fixes


   Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.
   You can no longer inspect wild animals.
   You can now catch trash while lure fishing. Sorry about that.
   Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can't have nice things.
   Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the "Rage" skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.


Small Fixes


   Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.
   Buffed the udder sizes of animals to 25l.
   Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.


In the Pipe


   Smallish patch, but steaming on!


Enjoy!

January 19, 2017

+ Game Development: Swan Fishing - by jorb » 19 Jan 2017

New Implementations
   Re-made lure-fishing. The old fishing minigame has been removed, and replaced with a new one. Instead of guessing inane poetry, you are now instead presented with a list of options on fish to catch, determined by your fishing gear, the moon phase, and the local conditions otherwise, along with a chance to catch that particular fish, quite simply. You can take whichever lottery ticket you wish. The more "Will" and "Survival" you have, the longer and more exhaustive list you will be presented with, and the longer time you will also have to make your choice. If you chose nothing within the timeframe, you will automatically pick the fish with the highest catching chance. As with angle fishing you always have a chance to lose your lure, and whatnot. Also we significantly sped up both angle and lure fishing.
   Added "Granary". A large, fixed vessel for seeds.
   Added "Swans". Swans are mildly aggressive water fowl.
   Added "Notice Board". You can hang parchments on these for plebs to read. Feel free to suggest improvements. Recently suggested here.
   Added "Strawberries", herb. Earlier today suggested here.
   Added "Fisherman's Hat", hat.
   Added "Fine Feather Brooch", gilding.


Key Fixes


   For farming: Removed generational quality randomization per plant, and thus seed sorting, from farming, and returned to the previous W9 quality randomization mechanic per locality and point in time. Removed inspect feedback on crops. Remade crop quality fields to crop speed fields, so that crops now grow with somewhat varying speeds in varying locales, rather than have their qualities affected by the crop fields.
   Fixed the problem with (primarily) carts/boats borking out and becoming inaccesible. Reported here, here, and here.


Small Fixes


   Walrii should now give attack discoveries properly.
   Fixed a problem with the pack logic for Walrii causing necromancy.
   Some minor touch-ups on the walrus' knocked-out poses.
   Auto-drink should now work with building.
   Attack hotkeys no longer remove a queued attack. This implementation was a legacy since when character movement did not interrupt queued attacks, and is no longer necessary as movement now does cancel queued attacks. Suggested here.
   Melee attack descriptions still mentioned Vitality. Fixed this, and updated them to reflect present mechanics.
   Fixed a text issue in the descriptive text for "Shield Up".
   Fixed a bug by which breaking the neck of a mallard would disappear the mallard. Reported here.
   Written parchment tooltips now display the first couple of letters of their text.


In the Pipe


   We had a pretty nasty crash earlier today with some local rollbacks and two lost villages. It seems sorted now, but it ate a fair bit of dev time.
   Nothing much to add.


Enjoy!

January 12, 2017

+ Game Development: I am the Walrus - by jorb » 12 Jan 2017

New Implementations

Added Walrii. These feisty badboys chillax on beaches. They are agressive, swim, and should quite generally be approached with a fair bit of prejudice. Added "Nut Pale", hair color. "Monk", male hairdo. "Bunround", female hairdo. "Neat Beard", beard. Added "Gilding Rock", alternate quest reward. Added "Plumb-bob", gilding. Added "Polished Porphyry Beads", gilding. Added "Woodsman's Token", gilding. Added "Stone Table", stone table. Added "Cone Gruel", food. Added "Toad Butter", medicine.

Key Fixes


The claim permissions for private claims have been reworked for congruency with village and realm claims, in that the White permissions group now applies to All players, rather than only to those who are marked as white in your buddy list. All previously set White permissions on private claims have been cleared as a transitory measure. Also added a textual note in the interfaces informing that the White group is used to set permissions to all. New members of Realms and Villages are by default set to the white group. Fixing this. Fixed a bug by which it was possible to use Knarrs and boats to teleport while redhanded. Made it so that bodies being dismounted are scattered outside the bounding box of the mount, on account of this. Fixed a bug by which it was possible to kite animals using various moves. Reported here, among other places. Fixed a bug by which it was possible to cross world borders using cliffs. Fixed the highly annoying waiting for map data bug! There have been several requests for auto-drinking. We've now made it so that the character will auto-drink from any hotkeyed vessel -- i.e. vessel on hotbelt -- containing water, whenever he would otherwise stop due to low stamina. After he finishes drinking he should, for most tasks, resume his labors again. Not sure if this is good, or too particular, or whatever. The first character in a bloodline may always inherit without inheritance timer. Not glorious, but perhaps OK. Bring on the slave alts.

Small Fixes


Foodbuffs from variable crafting inputs are culled at 5% to prevent this. Probably fixed an "Execution canceled" client crash bug. Fixed a bug by which pitbaked stuff took quality from fireplaces. They do not do that now. Increased the ash timer on pitbaked goods. Reported here. Fixed a bug by which saving a combat deck without having a deck selected would crash the client. Reported here. Fixed a bug by which bears could bring openings above 100. Fixed a bug by which it was possible to dismount people using the inspect action on horses. Fixed some problems with animal watch zones, reported here. Fixed some problems with study desks breaking and becoming inaccesible when their owner dies, or when they have been stashed in a boat or whatnot. Reported here and here. Fixed a bug by which dead characters could use Hearthmagics. Beehives without access to quality crops will gradually stop producing high Q honey. Reported here. Fixed a bug by which a replacement wound applied before removing the targeted wound caused death. Reported here. Abandoned quests should no longer pop up if their quest goals are completed. Reported here and here. Failed quest objectives are now indicated by an X, and completed ones by a V-success mark, to help those challenged in the color seeing department. Suggested here. Fixed a bug by which zero damage wounds could appear. Reported here. Fixed a bug by which large items, when picked in certain ways, could not be placed in equipment slots. Requires client update. Reported here. Fixed a bad interaction between cart and wheelbarrow. Reported here. Also made it so that wheelbarrows are always carried at walking speed. Fixed a bug by which boat speed limitations would break if you placed another object in the boat while carried. Fixed a bug by which you could get an experience twice in short order. Reported here. Fixed some minor text issue. Removed a superflous bounding box check preventing ascent from blocked cellars. Reported here. Using on claim milestones should no longer require that you turn on criminal acts. Accessing your own Hearth Fire dito. For mobiles (rowboat, cart, &c), the message that you are trying to perform an act requiring criminal acts is presented when you arrive at the object, rather than when you right-click them. Foraging should no longer require that you turn on criminal acts. All reported here. Borked small animal names in quest goals should be resolved for future quests. Reported here. Fixed a bug with the forkbeard throwing a vertex. Reported here. Sewing, Dex and Tool Quality now all softcap wool quality. For items; Ctrl + Hotkey lifts a hotkeyed item from inventory to hand. We've now also made it so that Ctrl + Hotkey again, with item on hand, puts the item back into the inventory again. Operating a siege machine now requires trespassing, which means that they cannot be moved or operated if you have a visitor debuff active, fixing a PM report. Fixed a bug by which belts did not drop their contents on player death. Fixed three obscure client crash bugs. Added a notification message when trying to craft relevant pottery without using a potter's wheel, fixing this. Added a water splash when firing catapults into the sea. Suggested here.

In the Pipe


We've had great response to the world reset. A lot of people have been playing, feedback has been pretty positive from what we can tell, and we've made a decent amount of money in the store. Big thank yous to all of you for playing, paying, and generally keeping Haven great. We'll try to keep earning it. The game is in a good place, and we feel we can pick and choose what to work on. The immediate priority remains the push-out mechanic, and a non-exhaustive list of medium scope things I'd like to get done are: Look at fishing, qualitative Kingdom buffs, wolves, iterate on combat, deepen quests and quest giving, and rework death mechanics. Large scope things on our list are: Object-controlled objects, and Seasons. I have an ambition to intensify the propaganda. We'll do another live stream soon(tm).


January 07, 2017

+ Game Development: World 10 - by jorb » 07 Jan 2017

We've been developing, and here's what's new.

WORLD 10

World Reset


   Tonight we reset all variable game data -- maps & characters -- as first announced here, and generate a new, hopefully improved, world: World 10.
   Fall of this year will be Haven's tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!
   The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.
   There is more than one new thing to discover, and the change list presented here is not exhaustive.


Payment Model


   A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.
   A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.
   The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.
   All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.
   All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.
   Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.


Map Generator


   Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.
   The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.
   There should generally be slightly less ore, of lower qualities, more distributed across the map.
   Precious metals should be rarer still.
   Ore boulders in the surface world have been removed, and are no more.
   Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.
   Natural Wonders -- Salt Basins, &c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.
   Several other changes that you may or may not notice, and which I shall leave for you to discover.


Quality


   The Tri-Quality system -- Essence, Substance & Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.
   All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.
   Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)


New Implementations


   There is one new base Attribute -- "Will" -- and two new Abilities -- "Masonry", and "Lore". Will is intended as a measure of the character's ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks. All values play roles in various crafting recipes.
   Mining now softcaps quality of stone/ore by tool quality, and hardcaps by "Masonry" value.
   "Masonry" -- rather than "Survival" -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.
   Several others.


Combat Changes


   Restored the aiming speed of spears to what it was before the recent nerf.
   Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.
   If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.
   Switching Maneuvers has a significantly lower cooldown.
   Buffs from Combat meditation and Bloodlust should now decay over time.
   Reduced "Sting" IP cost from 3 to 2.
   Increased "Chop" IP cost from 0 to 1.
   Changed the damage calculation formula for bows. Bows now compare the shooter's perception against the target's agility. If the target's agility is higher than the shooter's perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.
   Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.
   Reduced "Opportunity Knocks" efficiency from 50% * μ to 40% * μ.
   Most of the changes suggested here. Big thanks for that post.


Siege & Kingdoms


   There is now a minimum safety distance of 100 tiles between Villages.
   There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.
   Kingdom Challenge cost reduced from 10k to 2.5K.


Key Fixes


   Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.
   LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week's time.
   Quest-giving stones now die if you chop them down to carryable size.
   Fixed a bug by which successful Nidbanes would not return the skull of their targets.
   Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.
   Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.


Food


Nerf'd: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves. Buff'd: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun's Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.

Curiosities


Buffed: Auroch's Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.

Small Fixes


   Tarkiln should now take ~3.5 RL days to finish burning coal.
   Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.
   Hopefully fixed an orientation problem with the minehole resource.
   Fixed a small text issue.
   Porcelain plate uses potter's wheel. Reported here.
   Hunter's belt no longer requires anvil and smithy's hammer to make. Reported here.


We Didn't Change


   There is no level cap yet. It'll be a while before anyone hits it, and we didn't want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.
   We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it'll be a while before anyone has a Kingdom, and perhaps that can be enough.
   For that same reason we have not yet changed State funerals, but they are due for a major change.
   Generally speaking there should probably be some more thought given to the Death Mechanics.


In the Pipe


   A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I'd like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&H great!
   We'll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.
   Finishing the push-out mechanic is an immediate priority.
   I may update this post with answers to question that may come up, and edits for clarity, or whatever.


Best of Luck in...

WORLD 10

Enjoy!





January 05, 2016

Game Development: Fun Allowed - by jorb » Tue Jan 05, 2016 12:41 am

We've been developing, and here's what's new.

New Implementations


Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.

This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the "roads only"-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I'd like to stress that we -- at least presently -- don't really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!

Small Fixes


Buffed decay time for yellow onion as suggested here. Fixed a small problem with uncleared error messages, reported here. Set building resources required for village idol closer to Legacy values.

In the Pipe


The Xsolla implementation has been on a complete hold during the holidays, and we're only now booting it back up. I'm not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised. We've had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege & Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &c). Also we still need to add some more introductory quests and help topics. We're kind of hoping that this patch gets player interaction off the ground enough for the time being, at least. We've very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.

Not much, really, but we've mostly been talking. Nevertheless I hope you'll...

Enjoy!


December 17, 2015

Game Development: Seasons Greetings - by jorb » Thu Dec 17, 2015

We've been developing, and here's what's new.

New Implementations


  • Added quest system. When you start a new character you are given quests to help get you into the game. We've done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!
  • Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it's clear enough, feel free to suggest improvements.
  • Added Moose and some related produce.
  • Added a new attack.
  • Added snow. You can dig it from a snow biome (on mountain peaks) near you.
  • Added "Flint & Steel". Craft, light fires.
  • Added Snowman, can be built, and most hats can be placed on it.
  • Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There's also some snow in Valhalla now if you want to try it out.
  • Added "Egg Cake", food

Key Fixes


  • Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.
  • Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.
  • It is now possible to Evict a visiting player from your claim (Right-Click->Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.

Small Fixes


  • You now get three Goldbeater's Skins per Suckling's Maw, rather than two.
  • Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.
  • Fixed a small bug from last update which made water tiles impermeable to arrows.
  • It is no longer possible to build roundpole fences indoors
  • Harvesting now somewhat faster both with and without scythe
  • Added explanatory tooltip to barrel, demijohn, cheese tray.
  • Retouched the bindings in the drying frames for big hides.
  • Added a proper terrain object for chantrelles as dropped.
  • Gave Teapot a hotkey, as reported here.

...Enjoy!

December 10, 2015

Game Development: Animash - by jorb » Thu Dec 10, 2015

We've been developing, and here's what's new.

New Implementations


  • Added squirrels.
  • Added/re-added "Smoke & Fire" buff from smoking pipeweed.

Small Fixes


  • Fixed a bug with Dawn on the Mountain appearing at dusk.
  • The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.
  • Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.
  • Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.
  • Animals that can be picked up can also be run over by carts and wagons, fixing this.
  • Weapon quality should now affect parry damage as reported here.
  • "Satiation reduction" on symbel items and tables renamed "Hunger reduction" for terminological consistency, as reported here.
  • Quarried stone goes to cursor rather than disappear, as reported here.
  • Quarrying now costs stamina, as reported here.
  • Black Coal can no longer be quarried, as reported here.
  • Caveins no longer give curiosities when dug, as reported here.
  • Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.
  • Cutting down small trees should sometimes yield branches.
  • Ground pepper now stacks to 500g, rather than 50.
  • Tooltip for peppered things now state that they have been peppered.
  • Exiting mineholes now checks for tile obstruction, fixing this.
  • You now exit mineholes on the side of the ladder, fixing this.
  • Fixed a bug by which certain object angles obscured targeting erroneously.
  • Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.
  • Projectiles can no longer go through cave walls, fixing this.
  • Flotsam is no longer a flower, but Frog's Crown now is, as erroneously double reported here.
  • Poppy garland significantly better, fixing this.
  • Wheelbarrows can be dumped to containers, as suggested here.
  • The old bug with the HHP counter not updating with wounds healing should now be fixed.
  • Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.
  • All Jewelry actually requires the skill Jewelry.
  • Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.

...Enjoy!

December 3, 2015

Game Development: Leather Feather - by jorb » Thu Dec 03, 2015

We've been developing, and here's what's new.

New Implementations


  • Added a "Stone Casket", container.
  • Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.
  • Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.

Key Fixes


  • Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.

Small Fixes


  • Fixed titlebar for large chest. Cape awarded to loftar.
  • Moving with a wagon should close open containers.

...Enjoy!

December 1, 2015

Game Development: Apperances of Fix - by jorb » Tue Dec 01, 2015

We've been developing, and here's what's new.

New Implementations


  • Added "Display Sign", buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.
  • Re-implemented Parchment. Can be written upon to leave notes, quite simply.
  • Added coin stockpile.
  • Added "Facepalm", emote.
  • Added "Silver Rose", curio.
  • Added "Golden Tooth", curio.

Barter Stands


  • Barter stands graphically display goods for sale in them.
  • Barter stands employ variable materials in the ownership sign.
  • Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.
  • Can now renounce ownership of barter stands.
  • Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.

Small Fixes


  • Added "Production & Processing" subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &c in there.
  • Renamed "Wooden Sign" to "Written Sign", and gave it a descriptive text.
  • Spear, Hunter's Quiver, Hunter's Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.
  • Animal butchering and sheep shearing check for crime permissions. Reported here.
  • Odd Tuber has a meaningfully long decay rate. Reported here.
  • Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.
  • Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.
  • Curding tub should be possible to put into wagon, reported here.
  • Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.

...Enjoy!

November 26, 2015

Game Development: Dubloons - by jorb » Thu Nov 26, 2015

We've been developing, and here's what's new.

New Implementations


  • Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.
  • Coins

Small Fixes


  • Archery now enabled in Valhalla.

...Enjoy!

November 24, 2015

Game Development: Le Happy Merchant - by jorb » Tue Nov 24, 2015

We've been developing, and here's what's new...

Barter Stands


Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you'd like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the "Change" button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.

For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click "Change", and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.

There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.

  • Reduce barter stand GUI to fit buyer's perspective
  • Introduce custom imagery to barter stand signs.
  • Display goods on barter stand
  • Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).
  • Coins (somewhat unrelated).

One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.

You cannot presently request compound quality. Unsure on how necessary it is.

Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal

New Implementations

  • Added "Grilled Frog Legs", food

...Enjoy!

November 19, 2015

Game Development: A touch of Fix - by jorb » Thu Nov 19, 2015

We've been developing, and here's what's new...

New Implementations

  • Added a new curiosity that can be found.
  • Added "Fishpie", food
  • Added "Shrug", emote
  • Slag is now a proper rock and can be paved/built with, as suggested here.

Key Fixes

  • Sparring should no longer break armor, as suggested here among lots of places.

Small fixes

  • Implemented a Right-Click->Shoo command for domestic animals as suggested here, among other places.
  • Animals should no longer attack while fleeing. Cape awarded to jorb.
  • Cleave should actually be fixed according to last patch's note, fixing this.
  • Cloth stockpile better adapted to its bounding box size, fixing this.
  • Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.
  • Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.
  • Sand castle gives 7500lp base, rather than 2500.
  • Stone Tower costs stamina to build, fixing this.
  • Beech nuts are edible as suggested here.
  • There is now a preview for paintings, as requested here.
  • Fixed a combat text inconsistency.
  • Actually committed previously mentioned changes to female path in character creation room, fixing this.

...Enjoy!

November 17, 2015

Game Development: Dem Feels - by jorb » Tue Nov 17, 2015

We've been developing, and here's what's new...

New Implementations

  • Added support for emotes, and six of them.
  • Added spear, "Boar Spear". Can be used as a melee weapon, and as a ranged weapon.
  • Added "Sting", attack to Spears and Swords.

Cobat Changes

  • Activating fighting actions no longer interrupts other actions.
  • Punch attack weight reduced from 1 to 0.8
  • Chop is now Sweeping in addition to Striking.
  • Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.

Key Fixes

  • Village Idols cannot be activated until 24hrs after completion.
  • Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.
  • Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.

Small fixes

  • Players should now display their names in Valhalla.
  • Greaves, shields, bows, arrows and spears should now appear in Valhalla.
  • Animals should now dehitch when slaughtered. Cape awarded to jorb.
  • Gave arrows a generic input type, fixing this.

...Enjoy!

November 12, 2015

Game Development: Castles in the Sand - by jorb » Thu Nov 12, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Stone Tower", building.
  • Re-implemented Sand, now required for glass.
  • Re-implemented Sand Castle.

Key fixes

  • As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven't thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven't been able to think of a good implementation yet.
  • Changed combat delta formula -- affects comparisons between attack & block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.

Small fixes

  • Cellars built after this patch should have walls.
  • Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.
  • Fixed a bug by which the battering ram could be used to ram over walls.


...Enjoy!

November 10, 2015

Game Development: Le Petit Fix - by jorb » Tue Nov 10, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Cornucopia", curiosity, food, symbel item.

Key fixes

  • Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.

Small fixes

  • Cucumbers now influenced by beehives
  • Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.
  • Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.

...Enjoy!

November 03, 2015

Game Development: Leniency Central - by jorb » Tue Nov 03, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Cloth stockpile
  • Added Wool Cloth
  • Added "Birchbark Basket", container
  • Added "Bone Marrow", food
  • Added "Worm-Eaten Apple", curiosity

Key fixes

  • Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to "cycling" processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.
  • Seed piles of varying qualities no longer mix automatically when harvesting.
  • Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.
  • Fixed the road bug.
  • Fixed the index out of bounds client bug.
  • Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.

Small fixes

  • Improved bumpmap for brick tiles
  • Polished female character mesh slightly to avoid hand distortions.
  • Made Round shield a wall item.
  • Fixed a problem with shield equipping poorly.
  • Fixed a bug causing discovery of shield recipe to require sketches
  • Hogs, sows, piglets, calves and lambs now have avatar views set properly
  • Candles only cost one wax rather than two
  • Strawdolls only cost four straw rather than six
  • Wheelbarrow costs leather, rather than hard leather (Inb4, "Dzorby y u no reimburse?! UNFIAR! D:<")
  • Wheelbarrow can carry a full stockpile, rather than 40 units.
  • Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &c.
  • Fixed a bug with wheelbarrows interacting poorly with ridges.
  • Added sound to Wheelbarrow
  • Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.
  • Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory
  • Flaxfibre and hempfibre last ~two hours, rather than one, when dropped
  • Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min
  • Bones last longer before despawning
  • Seed piles last ~an hour, rather than 40 minutes, when dropped.
  • Building a Minehole takes significantly more stamina
  • Crafting by alloying crucible generally faster
  • Birch has two units of bark, rather than one
  • Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.
  • Added animation to harvesting beeswax and coal.
  • Added explanatory text to Wrought Iron crafting.
  • Added explanatory text to Firebrand.
  • Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.
  • Metal stockpile now holds 25 rather than 14.
  • Barkbread can now be made with any bark, rather than just birchbark
  • Opening natural galleries should no longer repave for you, as reported here.
  • Can dig away paving in caves using the dig command. Fixing this.
  • Fixed a bug with custom images breaking the profile avatar.
  • Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.
  • Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.
  • Widened the female river ford in the character creation room, fixing this report.
  • Made the deep water minimap texture a deeper blue as per this suggestion.
  • You can now turn hardened leather (back) into leather by Right-click:ing it to "Crack & Soften", allowing for quality shenaningas as per this suggestion.
  • Soil now decays significantly slower, as suggested here.
  • Input icon for tea now asks for "Cured Tea", rather than green tealeaves specifically, as reported here.
  • Improved interaction between Druid's cape and female hair and jackomask, partly as reported here.
  • Slightly improved setting of Winged Helmet, as suggested here.
  • Should now display name overlays on known Hearth Fires, as suggested here.
  • Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.
  • Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.


...Enjoy!

October 29, 2015

Game Development: Samhain - by jorb » Thu Oct 29, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Wheelbarrow". Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.
  • Added "Pumpkin Lantern". Build, light, enjoy.
  • Added "Painting". Wall item which can accept Custom Image Sketches.
  • Added optional support for Custom Image Sketches in the Round Shield.
  • Added "Linseed Loaf", bread
  • Added "Cottage Throne", furniture
  • Added "Cottage Table", furniture

Key fixes

  • It is no longer possible to teleport along trails while in combat, as suggested here.
  • Fixed the damn cliff bug for the Nth time. Now stay dead.

Small fixes

  • Moved Cake Knife from "Symbel- & Tableware" to "Forks, Knives & Cutlery" as suggested here.
  • Battle Standard is now a wall item.
  • Should now learn Linseed Oil properly when pressing.
  • Trees should now grow at accelerated pace on all forest terrains.
  • If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.
  • Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.
  • Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.
  • Updated descriptive text on "Parry" block to avoid this confusion.
  • Reduced the hitbox of chairs a bit.
  • Reduced the amount of water removed per thing boiled in the cauldron's inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.
  • Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.
  • Fixed a bug by which chickens did not drink water, as reported here.
  • Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.
  • Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.
  • Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.
  • Can now eat Beef raw as in Legacy Haven.
  • Fixed a bug with differing standards for raising and lowering soil, as reported here.
  • Fixed a bug with the Gold plate.

...Enjoy!

October 27, 2015

Game Development: Coat of Many Colors - by jorb » Tue Oct 27, 2015

We've been developing, and here's what's new...

Custom Imagery

You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.

Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on.

CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES

Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.

With an image uploaded on the website you may then, ingame, craft a "Sketch" for the image in question, using various pigments, linseed oil, &c. The resources required by the crafting recipe are determined by the analysis of the image.

You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.

The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.

The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.

Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.

Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.

New Implementations

  • Added Meatpie

Key fixes

  • Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.
  • Gave Flotsams spawning values. They should now spawn. Sorry about that.

Small fixes

  • Fixed a minor bug causing lettuce seeds in buckets to crash the client.

...Enjoy!

October 20, 2015

Game Development: Lettuce Imagine - by jorb » Tue Oct 20, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Lettuce to your local Windsown Weed.
  • Added generic input type "Salad Greens", presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.
  • Reimplemented Earthenware Platter from Legacy.

Key fixes

  • Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.
  • Fixed a small client crash bug which had reportedly been used offensively to crash people's clients. I'd like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that'd be swell. Also stop being retards, thanks.
  • Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.

Small fixes

  • Fixed a typo in the satiation events for Steak & Tubers.
  • Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.
  • Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.
  • Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.
  • Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.
  • Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.
  • Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.
  • Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.
  • Made it so that you can mix various kinds of milk into generic milk, as suggested here.
  • Made it so that minehole soak ticks up over time as it should, as reported here.
  • Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.
  • Made it so that you need vandalism or claim to destroy other people's hearthfires.
  • Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.
  • Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.
  • Chicken Salad, Red-Shred Salad, & Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.
  • Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.

...Enjoy!

Octuber 15, 2015

Game Development: Lucid Lynx - by jorb » Thu Oct 15, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Lynx
  • It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.
  • Animals should now wreck shit if boxed in.
  • Added "Glazed Grazer Dog", food
  • Added "Steak & Tubers", food
  • Added "Tuber Mash", food
  • Added "Liver & Onions", food

Key fixes

  • Fixed a bug by which an animal slaughtered while tethered could resurrect after death.

Small fixes

  • Fixed a bug with Bonds of Blood & Soil not being studyable when you already had one in the study.
  • Fixed a bug by which you could get "Sensing the Beast" from dead animals.
  • Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.
  • Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.
  • Buffed silk moth life time as suggested here.
  • Fixed a bug with bats spawning on claimed land.
  • Made it so that chickens count an average of water and swill qualities, rather than effectively "hardcapping" on both, as observed here.
  • Reduced the bounding box of cattle as suggested here.
  • Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.
  • Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.
  • Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).
  • Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.
  • Reduced stamina consumption when building trelli from 35 to 20.
  • Chicken salad icon requesting boiled egg sets correctly as reported here
  • Fixed hair bleeding through Winged Helmet.

...Enjoy!

Octuber 13, 2015

Game Development: Bugapalooza - by jorb » Tue Oct 13, 2015

We've been fixing bugs, and here's what's new...

Key Fixes

  • Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.
  • Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.
  • Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.
  • Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.

Small fixes

  • Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.
  • Fixed a bug with some terrains being possible to raise by decaying soil.
  • Fixed a bug with flour ending up in buckets not giving a discovery.
  • You can now empty flour buckets.
  • Fixed a bug with curding tubs not curding when on unloaded maps.
  • Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.
  • There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can't have nice things.
  • You should now get an error message when trying to extend walls too close to water, as per this.
  • Implemented a temporary fix hopefully alleviating this problem with gate placements.
  • Fixed a bug causing cauldrons to boil when they shouldn't.
  • Plows should now disable before breaking, as reported here
  • Should no longer be possible to steal plows by plowing them off-claim, as reported here.
  • Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.
  • Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.
  • Fixed a bug with stone column range not being checked for properly.
  • Fixed a bug with the area selection tool freezing. Requires client update!
  • Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.
  • Fixed a bug with female hair bleeding through farmer's hat.
  • You can now put skeletons in wagons as reported here.
  • Wagon, Chef's hat, Ashen Robe, Vapntreyiu, Ranger's Shirt, Pants & Cape, Lawspeaker's Hat & Robe, Bandit's Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.

...Enjoy!

Octuber 08, 2015

Game Development: A Few Little Things - by jorb » Thu Oct 08, 2015

We've been developing, and here's what's new:

New implementation

  • Added Plate Greaves
  • Added Cloth Chair
  • Added Hemp Cloth
  • Added Mushroom Mash
  • Added Red-Shred Salad

Key Fixes

  • Fixed a bug causing logged in characters on offloaded maps to be untrackable.
  • Fixed a bug with authority objects decaying on claim.
  • Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.

Small fixes

  • Fixed a bug with precious metals being counted as Q0, rather than not at all.
  • Fixed a bug with caves and mountains not being possible to repave.
  • Fixed a minor text issue with oaths of allegiance.
  • Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.
  • Linen Crate can now be built with any cloth
  • Fixed a bug with hair peeping through boar tusk helmet.
  • Hatching eggs in chicken coops now have a progress indicator as reported here
  • Quality of pearls should now be unaffected by boiling as reported here.
  • Ranger's Shirt & Pants should now have their traditional stat buffs as reported here.
  • Fixed a bug with tasty emmentaler/cellar cheddar.
  • Now checking permissions when digging clay.

...Enjoy!

Octuber 06, 2015

Game Development: Bugskatchewan - by jorb » Tue Oct 06, 2015

We've been developing, and here's what's new:

New implementation

  • Added new sausage "Badger Botillo"
  • Added new treatment "Stitch Patch", for healing Cruel Incisions & Wretched Gore

Key Fixes

  • "Grind Flour" recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.
  • Unmaintained claim poles (without presence) should now actually decay, as was always the intention.
  • Bonds of Blood & Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.
  • All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.
  • All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.
  • Should now be possible to describe memorized characters to others as per this. Requires client update!
  • Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, "Taking Aim" while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.

Small fixes

  • Fixed a bug where ashes from spitroasting were counted as Q 0.
  • Fixed a bug by which stuff in vessels was not protected by the theft skill.
  • Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.
  • Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother's bounding box if no legal space can be found.
  • Tool quality no longer relevant when butchering bones as per this.
  • Can no longer mass plant without farming skill as reported here.
  • Can no longer study Bonds of Blood & Soil without Yeomanry, fixing this.
  • Cave exits should now exclude building by having a small bounding box, fixing this.
  • Can now load mirkwood logs onto Wagons.
  • Anvils should now be possible to destroy, the previous impossibility of which was reported here.
  • Should no longer be possible to get "Striking the Root" experience when lifting bushes from container objects as reported here.
  • "Shield Up" should now block sweeping attacks as intended, and as reported here.
  • "Parry" should no longer fire attacks when it itself isn't targeted, as reported here.
  • Should no longer be possible to drive a wagon if knocked out.
  • Should no longer be possible to shift-steal out of claimed stockpiles.
  • Should no longer be possible to take claimed tree resources without theft.
  • Should now be possible to plant grass using seeds from an equipped bucket, as reported here.
  • Should now be possible to stockpile cat gold as stone, as reported here.
  • Should now be possible to use stone to "Make level" in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.

...Enjoy!

Octuber 02, 2015

Game Development: Valhalla Rising - by jorb » Fri Oct 02, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed & melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!
  • Players may now build a Great Hall
  • You can now pave and build with Cat Gold, which generally counts as stone.
  • Added "Shield" block.
  • Added "Parry" block.

Key Fixes

  • Fixed a bug with paving preventing caveins.
  • Caveins no longer damage objects with soak
  • All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.
  • "Chop" now requires one IP.

Small fixes

  • Fixed a bug causing "Dawn Breaking" experience to trigger during dusk as well as dawn.
  • Fixed a bug with Ranger's Cape not setting hair properly.
  • Fixed a textual error in the description for slave keys.

...Enjoy!

September 24, 2015

Game Development: Steady Drumbeat of Progress - by jorb » Thu Sep 24, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Implemented new roadtype "Milestone", made from stone. Can hold 4 trails.
  • Added Drum.

Key Fixes

  • Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.
  • The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.
  • Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.
  • Stone can now be used in the world as landfill to raise terrain just as soil can.

Small fixes

  • Instruments should now interact better graphically with claypipe.
  • Should now be able to dig away plants from trellies using the Destroy command on the plant itself.
  • Fixed some minor graphical issues with the cylinder hat as reported here.
  • Should no longer starve when missing a game session, fixing this problem.
  • Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.
  • Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.
  • Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.
  • Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.
  • Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.
  • Tables should now drop their contents when destroyed, fixing this.

...Enjoy!

September 17, 2015

Game Development: Spit'n'Polish - by jorb » Thu Sep 17, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Reimplemented Timber House.
  • Implemented a skill "Tunneling", which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.
  • Implemented a Stone Column, which acts as a slightly improved mine support
  • Implemented 2 new experiences/lores

Key Fixes

  • Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.
  • In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.
  • On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.
  • Paving tiles should now have hopefully nicer transitions
  • Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.
  • Fixed a problem with mining not checking for vandalism crime.
  • Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.
  • Should now always be able to log back in as per this report.
  • Bonds of Blood & Soil should renew automatically and free of charge when inheriting claims as per this report.
  • Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here

Small fixes

  • Should now be able to pave caves and mountains
  • Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.
  • Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.
  • Error message "Can't build there" changed to "You cannot build that on this type of terrain."
  • Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.
  • Chicken Coop now checks for straw before checking for thatching. This was apparently very important.
  • Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.
  • Added explanatory text to: Keys, Lock, Walls & Fences submenu, and Bee Skep.
  • Skulls and prepared hides can be hung on walls.
  • When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.
  • Tea Pots & Mugs should now have symbel values.
  • A player dying when mounted should dismount the player
  • Coop now has reasonable flatness requirements thanks to this report.
  • Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.
  • Plant Fibre now has a proper input type.
  • Built Mineholes can now be destroyed
  • Shovel should now aid in the removal of old stumps
  • Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.
  • Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press "make level" once to keep active.
  • Cauldron now takes the same amount of fuel as a Fireplace, rather than more.
  • Cauldron should now properly update when water is taken from it
  • Fixed a bug with the cave entrance's bounding box.
  • Fixed a bug with the stone mansion's door blocking cupboard placement unnecessarily.
  • You no longer need the trespassing skill to enter or exit caves as per this report.
  • Reduced Tar Kiln soak.
  • Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.

...Enjoy!

September 15, 2015

Game Development: Paving the Way - by jorb » Tue Sep 15, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss
  • We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.
  • Druid's Cloak is now craftable

Key Fixes

  • Animals should no longer thrash wildly/escape when beaten in combat during taming.
  • Tamed animal qualities should now be set and implemented correctly
  • Butchering tamed animals is now quality limited by Farming, rather than Survival
  • Ye olde wall extension bug should now be fixed.
  • Play time should now be accurately accrued on account pages.
  • There is now an error message when logged out due to lack of game/play time.

Minor fixes

  • Pickaxe no longer requires branch, but rather boughs
  • Minehelm requires hardmetal, rather than castiron
  • Bloated bolete should no longer have a 90% satiation event
  • Ashen Robes should have proper stat gains
  • Herbalist table now requires Plant Lore
  • Steel Crucible now requires Steel Making
  • Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.
  • Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.
  • Loom qualities should now be set properly. Old looms forever useless.
  • Should now be able to plant grass on dirt or plowed terrain

...Enjoy!

September 10, 2015

Game Development: Rollin'-rollin'-rollin' - by jorb » Thu Sep 10, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Added Yellowfoot Mushroom
  • Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven't done the raft to ford rivers with it yet, and it doesn't track ownership, but it might in the future.

Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.

Fixes

  • All animals should now have their own, unique, quality fields
  • Modified animal baseline qualities somewhat
  • Fate-based herbs require proper levels of perception and exploration
  • Removed underground building restrictions causing this problem.
  • Can no longer disembark over terrain as per this bugreport
  • Dryads can no longer walk through walls.
  • Animals should no longer be able to attack from a different game world as per this bugreport
  • Animals should no longer spawn under village claims (suck it)
  • Live animals should no longer be considered liftable
  • Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.
  • Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.
  • Firebrands made with the Light Fire command should now have quality.
  • Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.
  • Bearcape should now set hair properly
  • Pickaxe now takes hardmetal, rather than castiron
  • Smithy's Hammer now takes hardmetal, rather than castiron
  • Cavedogs and Cow chorizos should now have proper hunger fill

...Enjoy!

September 08, 2015

Game Development: Leeching Dry - by jorb » Tue Sep 08, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced & Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.
  • Added Bat Wing (cape)
  • Added Badger Hide Vest
  • Added Cavedog (sausage)
  • Added Still Life (decorative curiosity)
  • Added Torch (carry fire around, look cool)
  • Added Wooden Sign (write on)
  • Added Bough stockpile

Fixes

  • Can no longer pull aurochs hair from dead animals, this to prevent infinite gains
  • May now rotate/zoom camera with arrow keys. Home key resets to default view.
  • Clay cauldron now repairs with clay
  • Clay cauldron easier to destroy
  • Ropewalk no longer liftable
  • Feathers go in the trash stockpile
  • Chieftain's Hat has stat buff
  • Solved a wonky interaction with ash stack qualities.
  • Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container
  • Fixed this bug with timers.
  • All hearthfires are now traversable by everyone
  • Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.
  • Bronze recipe now correctly yields three bars
  • You should no longer be able to "Study" curiosities out of a knocked-out person's study report without theft.
  • Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills
  • Should now be able to withdraw store items only from your own Hearth Fire
  • Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same
  • Herbalist Tables (at least those built after tonight) should now have proper qualities set.
  • Animals should no longer be lethal when engaged by several people, as per this bugreport.
  • Fixed a bug which caused some inventory windows to be possible to interact with after they were closed
  • You can now always drop objects where you stand, (except if blocked by other objects).
  • Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.
  • Character should no longer rise to point out direction home if attempting to hearth when knocked out.
  • Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.
  • Fixed text refering to hearth secrets as homestead secrets
  • Made it so that walls cannot be built within three tiles of water
  • Lock installation should now abort if lock is dropped to ground or inventory
  • Lock installation is now somewhat slower to prevent volatility
  • Skills are now red in skill list when unable to afford them
  • There is now a reset button next to the buy button in the abilities screen
  • Should be able to read runestones on claims
  • Should no longer be able to use land survey on undiggable terrain.
  • Claims override leantos if the claim is older than the leanto's latest ownership change. Leantos claimed before this update count their ownership from this update.
  • Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.
  • Bats should now seek trees to idle in when outside
  • There should now be fewer bats in smaller clusters
  • Bats should now be less aggressive
  • Fixed a bug which made tarkilns slow to the point of never finishing.
  • Nicks & Knacks now heals 4 times as fast
  • Bruises now heal naturally

...Enjoy!

September 03, 2015

Game development: Without Batting an Eye, - by jorb » Thu Sep 03, 2015 by jorb

We've been developing, and here's what's new:
  • Wounds now heal while you are offline.
  • You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.
  • Added a stockpile for hides. Takes both raw and prepared.
  • Added Bats.
  • Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.
  • Added two new Lores/Experiences.

Fixes

  • Increased Brick & Clay stockpiles from 34, 40 to 80, 80 respectively.
  • Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.
  • Planting a tile now requires five seeds, as was always the intention.
  • Food tooltip now says "Energy" rather than "Stamina"
  • Bearcape should now give intended stat modifiers (Not that you deserve it)
  • Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.
  • Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs
  • Chat list entries now illuminate whenever there are unread messages in them, same colors.
  • You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.
  • Can no longer pull cart through swamps at anything but crawl speed
  • Carryable items should no longer interrupt travel along roads
  • You can now interact with Land Surveys from anywhere within their area
  • Names over memorized/kinned Hearhtlings should now be persistent
  • The "Display" option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)
  • Lady's Mantles & Dewey Lady's Mantles should now be properly differentiated
  • Should now always be able to drop items on cursor while swimming
  • Should now not be able to pick items to cursor while swimming
  • When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online
  • Skill entry button says "Known" rather than "Current"
  • Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.
  • Tar kiln now makes "foff"-sound when lit
  • The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.
  • Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.

Enjoy!

September 01, 2015

Game development: A Sound Badgering - by jorb » Tue Sep 01, 2015 by jorb

We've been developing, and here's what's new:

New Implementations

  • Added Badgers
  • Added a "Stinging Poultice" to heal Deep Cuts and Swollen Bumps
  • Added a "Mirkwood Offering" early curio for fast LP at high XP cost. (good night sweet price)

Fixes

  • Meat types (Bear, among others) should present correctly.
  • Bear Tooth Talisman should give usual stat increases
  • Wooden plow repairs with wood
  • Objects with setting time count from when the construction object was placed, rather than completed
  • Cupboards cannot be placed in container objects (boats, carts, &c) if there is anything in the cupboard.
  • Dream Catchers & Tables can be destroyed
  • Leantos should now be inherited properly
  • You may now only own one leanto
  • Leantos now graphically indicate when they are owned with a small note on them.
  • Swithced places for "Learning Points" and "Experience Points" in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed "Cost" to "Learning Cost", to avoid confusion.
  • Curiosities state an "Experience cost" rather than "Experience points"
  • Should now get an error message when not able to plant grapes due to lack of winemaking.
  • Scrollbar should no longer cover the second digit of wounds in wound list.
  • Should now be able to run with the cart on beach terrain
  • Should now be able to log back in again if you logged out while mounting a wild horse
  • Should now be able to lift dead horses
  • Should now be able to enter minehole while carrying something
  • The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange & bold as it has been made
  • The party chat texts have been brightened for better readability
  • Pushing "Make level" in a land survey should now properly abort drinking, open containers, &c.
  • Should now properly need a sharp tool to butcher small animals
  • The horse's stamina meter should now have a tooltip
  • Food & water meters in chicken coop should now have tooltips
  • Honey now has quality
  • Palisades now have the correct cost
  • Corner posts can now be sealed.
  • Rootfills can now treat Cruel Incisions
  • All stones, trees & bush seeds should now give discovery LP (better late than never, right?).
  • Party Arrows have been restored to full functionality, and can now be used to find friends.

...Enjoy!

August 28, 2015

With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [2] thread

August 13, 2015

Release Postponement: Eternal Alpha, Aug. 28th 2015 by jorb

Amigos,

I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch. Our new target date for release is now instead the 28th of August. Deepest apologies.

May 21, 2015 00:28

Release Date Trailer: Eternal Alpha, Aug. 21st 2015 by jorb

We will open the eternal alpha of the new and improved Haven & Hearth: August 21st, 2015

Enjoy :)

Jun 27, 2013

Game Development: The Land of Wine, Milk and Honey - by jorb » Thu Jun 27, 2013

We've been developing, and here's what's new:

  • There's a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.
  • Skeletons now indicate whether the skull has been taken or not.
  • String quality is no longer relevant when making Traveller's Sacks.
  • There's one new craftable dish/fooditem.

Enjoy!

Jun 06, 2013

Game Development: Boner - by jorb » Thu Jun 06, 2013

We've been developing, and...

Image

Blood for the blood God.

Oct 18, 2013

Bugfixes: Banners & Familiars - by loftar » Fri Oct 18, 2013

Dear all,

I believe myself once again to have fixed the bug where animals can be "tamed" and used to demolish mostly anything. I'm sure you'll prove me wrong again, but at least it'll be in another way. :)

Also, authority objects now need to be built on paved tiles.

Jun 03, 2013

Game Development: World 7 - by jorb » Mon Jun 03, 2013

Full Patch Notes:
  • Ram repair bug fixed
  • Authority objects now possible to ram
  • Mineholes destructible
  • All resources gathered from the wild now have their quality hardcapped by Survival.
  • Bears no longer break everything
  • Gaps in default ridges fixed
  • Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.
  • You now take 1 HHP of damage everytime you leave a scent (Battery & Murder excluded)
  • Claim stakes now passable
  • Claim stakes can now be destroyed when the owner hasn't been logged in for one RL month.
  • Dragon flies no longer mysteriously disappear in driers.
  • Movement now properly interrupted when queuing attacks that initiate following ("thunderwalking").
  • Deer should no longer spazz out when engaged from certain angles.
  • Swords nerf't
  • Mo0vament Kamembert nerf't
  • Private claims now have their aspect ratio locked to 1:5.
  • The "taming" bug should be fixed.
  • "Flex" now costs -0.5 advantage per use.
  • Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.
  • Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.
  • Punch has slightly longer cooldown